﻿Shader "Hidden/CopyTextureShader"
{
    Properties
    {
        [PerRendererData] _MainTex("Texture", 2D) = "white" {}
    }
    SubShader
    {
        Tags { "Queue"="Transparent" }

        ZWrite Off
        
        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            sampler2D _MainTex;

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;
            };

            struct v2f
            {
                float2 uv : TEXCOORD0;
                float4 vertex : SV_POSITION;
            };

            v2f vert (appdata v)
            {
                v2f o;
                o.vertex = UnityObjectToClipPos(v.vertex);
                o.uv = v.uv;
                return o;
            }

            fixed4 frag (v2f i) : SV_Target
            {
                if (i.uv.x < 0 || i.uv.x > 1 || i.uv.y < 0 || i.uv.y > 1) {
                    return fixed4(0.0, 0.0, 0.0, 0.0);
                }
                return tex2D(_MainTex, i.uv.xy);
            }
            ENDCG
        }
    }
}
